Garou: Mark of the Wolves/Kevin Rian: Difference between revisions

From SuperCombo Wiki
Line 15: Line 15:


== '''Special Command Moves''' ==
== '''Special Command Moves''' ==
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
|-
|-
| qcf + K || '''Hell Trap''' || 19 || 19
| [[File:qcf.gif]] + [[File:kick.gif]] || '''Hell Trap''' || 19 || 19
|-
|-
| qcf + K (Break) || '''Hell Trap''' || 9 || 9
| [[File:qcf.gif]] + [[File:kick.gif]] (Break) || '''Hell Trap''' || 9 || 9
|-
|-
| qcb + P lv1 || '''Hell Rotor''' || 14 || 15
| [[File:qcb.gif]] + [[File:punch.gif]] lv1 || '''Hell Rotor''' || 14 || 15
|-
|-
| qcb + P lv2 || '''Hell Rotor''' || 20 || 19
| [[File:qcb.gif]] + [[File:punch.gif]] lv2 || '''Hell Rotor''' || 20 || 19
|-
|-
| qcb + P lv3 || '''Hell Rotor''' || 23 || 26
| [[File:qcb.gif]] + [[File:punch.gif]] lv3 || '''Hell Rotor''' || 23 || 26
|-
|-
| hcf + P || '''Hell Arrest''' || 19 || 22
| [[File:hcf.gif]] + [[File:punch.gif]] || '''Hell Arrest''' || 19 || 22
|-
|-
| qcb + B || '''Creeper''' || 0 || 0
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''Creeper''' || 0 || 0
|-
|-
| ---A || '''Creeper: Low Follow Up''' || 20 || NA
| ---[[File:snka.gif]] || '''Creeper: Low Follow Up''' || 20 || NA
|-
|-
| ---B || '''Creeper: Overhead Follow Up''' || 20 || NA
| ---[[File:snkb.gif]] || '''Creeper: Overhead Follow Up''' || 20 || NA
|-
|-
| ---C || '''Creeper: Cancel''' || 0 || 0
| ---[[File:snkc.gif]] || '''Creeper: Cancel''' || 0 || 0
|-
|-
| qcb + D || '''Abide Mine''' || 0 || 0
| [[File:qcb.gif]] + [[File:snkd.gif]] || '''Abide Mine''' || 0 || 0
|-
|-
| dp + P || '''Hell Snipe''' || 15 || 16
| [[File:dp.gif]] + [[File:punch.gif]] || '''Hell Snipe''' || 15 || 16
|-
|-
| qcfx2 + P || '''Lucky Strike''' || 28 || 48
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Lucky Strike''' || 28 || 48
|-
|-
| qcfx2 + K || '''Gattling Freezer''' || 21 || 36
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Gattling Freezer''' || 21 || 36
|}
|}



Revision as of 04:41, 17 February 2011

Kevin.PNG

Introduction

To come.

Character Colors

Kevincolors.JPG

Gameplay Overview

To come.

Move List

Command Normal Moves

PoliKick: Forward+B

Special Command Moves

Command Move Weak Damage Strong Damage
Qcf.gif + Kick.gif Hell Trap 19 19
Qcf.gif + Kick.gif (Break) Hell Trap 9 9
Qcb.gif + Punch.gif lv1 Hell Rotor 14 15
Qcb.gif + Punch.gif lv2 Hell Rotor 20 19
Qcb.gif + Punch.gif lv3 Hell Rotor 23 26
Hcf.gif + Punch.gif Hell Arrest 19 22
Qcb.gif + Snkb.gif Creeper 0 0
---Snka.gif Creeper: Low Follow Up 20 NA
---Snkb.gif Creeper: Overhead Follow Up 20 NA
---Snkc.gif Creeper: Cancel 0 0
Qcb.gif + Snkd.gif Abide Mine 0 0
Dp.gif + Punch.gif Hell Snipe 15 16
Qcf.gif, Qcf.gif + Punch.gif Lucky Strike 28 48
Qcf.gif, Qcf.gif + Kick.gif Gattling Freezer 21 36

Attributes

When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.

Command Cancel on Hit Cancel on Block Feint Cancel
Far A O O O
Far B X X X
Far C X X X
Far D X O O (on block)
Close A O O O
Close B O O O
Close C O O O
Close D X X X
dA O O O
dB X X X
dC O O O
dD X X X
jump A NA NA NA
jump B NA NA NA
jump C NA NA NA
jump D NA NA NA
hop A NA NA NA
hop B NA NA NA
hop C NA NA NA
hop D NA NA NA
A+B NA NA NA
d+A+B O X O
f + B X X X

Frame Data

Legend :
Command = the attack for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.

Command Start Up Hit Guard
Close A 4 +2 +2
Close B 4 +2 +2
Close C 6 -9 -9
Close D 11 -9 -9
f + B 7 -2 -2
Far A 3 +2 +2
Far B 9 -6 -6
Far C 11 -11 -11
Far D 11 -9 -9
Crouch A 4 +2 +2
Crouch B 5 +2 +2
Crouch C 6 -7 -7
Crouch D 7 KD -12
A + B 22 -6 0
Crouch A + B 8 0 +6
qcb + A 14 -1 -1
qcb + A lv 2-3 14 KD -14
qcb + C 20 KD -8
qcb + B, A 7 KD -11
qcb + B, B 16 KD -10
hcf + A 8 KD NA
hcf + C 9 KD NA
qcf + B 10 KD -22
qcf + B (Break) 10 KD +11
qcf + D 14 KD -25
qcf + D (Break) 14 KD +9
dp + A 15 0 -1
dp + C 18 KD NA
CD 10 KD -15
qcfx2 + A 4 KD -9
qcfx2 + C 4 KD -25
qcfx2 + B 12 KD +1
qcfx2 + D 0 KD +3

Attack Notes

The Hell Rotor trick

Kevin's QCB+P can be canceled by pressing the HK button. The game somehow registers canceling the QCB+P as performing another attack in it's self;
Performing QCB+LP, then pressing HP+HK will have him cancel his attack with a Standing HP or Cr. HP if Down was held. Of course, this is only possible when not in TOP.

Performing QCB+P, then pressing HK immediately will result in him performing his Abide Mine roll.

Performing QCB+HP, then pressing LP+HK will have him cancel his attack with a Standing LP, or Cr. LP if Down was held.

Combos

Kevin has perhaps the most damaging combos in the game; he is 2nd to non in this field. While not all of his combos may be posted as of this writing, the ones given may suffice for even the most amateur of players (Note that UAA is Down+[LP+LK]):-

Anywhere

Jumping HP-->St. HP or UAA-->QCF+K, Break-->F, D, DF+LP
Jumping HP-->St. HP or UAA-->QCF+LK, Break-->QCB+Hold LP then release
Jumping HP-->St. HP or UAA-->QCF+K, Break-->QCFx2+HK-->F, D, DF+P
Jumping HP-->St. HP or UAA-->QCFx2+LP-->F, D, DF+P
Jumping HP-->St. HP or UAA-->QCFx2+HP

a) In any of these combos, you can start them instead as-
St. LP or Cr. LP-->QCF+K, Break-->etc.
St. LP or Cr. LP-->St. LP or Cr. LP-->QCF+K, Break-->etc.
The same principle can be done with the Corner only combos shown below.

b) Furthermore, should you wish to perform any of these combos at the corner, you can substitute Jumping HP-->St. HP or UAA with Jumping HP-->St. HP-Feint->UAA; this gives you an extra 8 points of damage.

c) Note that you don't HAVE to start these combos with a Jumping HP unless you find an opening for it to cleanly hit. The same applies to the Corner only combos.

Corner only

1- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release
2- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LK-->QCF+K, Break-->QCB+Hold LP then release
3- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HP
4- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HK-->QCF+K, Break-->QCB+Hold LP then release
5- Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release

Notes:
You will notice that in a number of combos here and in Anywhere, you will have to Hold LP for his special move to hit. Your best bet is to hold it for a split second to get it's Lvl. 2 ver. In addition, you can 'buffer' the QCB during Kevin's recovery from attacks then when holding LP, you most likely will get the Lvl. 2 ver. immediately.
Finally, only his Lvl. 2 & 3 ver. of his QCB+P will hit a juggled opponent.

2- For the QCFx2+LK to connect easily, you must hit your opponent with the 2nd QCB+LP somewhat 'early' this will knock them high enough for the super to hit them.

3- The difference between adding in the QCF+K and not, is approximately 7 points of damage.

4- You can get some energy for your power gauge by doing QCB+(LP+HK) then QCF+LK, Break-->QCB+Hold LP then release. This method makes it so that the QCF+K will connect easily, however you might need to practice this method as it requires performing the QCB+(LP+HK) as soon as Kevin recovers (attempt the buffering trick mentioned previously).

T.O.P. Notes

Whenever in top mode, Hell rotor canceled by C+D will produce a top attack instead of a standing C.

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

  • Hell rotor can not only be canceled, it can be canceled into a short hop normal right off the ground, which allows Kevin to jump in and keep attacking after a string in the corner, making pushback not such a big factor in his corner pressures. Also, he can cancel his dash at any point. I think standing A into broken Hell trap can be repeated infinitely in the corner for a guard crush string, but its probably escapeable. Well, mine anyway.
  • Kevin can "twitch charge". Hell rotor canceled with C+D will cause him to use a standing C outside of top mode. The standing C can be Kara cancelled into another Hell rotor. This means Kevin can charge his own meter at a rapid pace. Also, he can cancel into any normal done at the same time as the D. However, you have to hold A and D doesnt do anything on its own (unless canceled very early, in which an automatic roll will be produced). This limits the normals he can cancel to to only B and C, which can be standing, crouching, or jumping.
  • A particularly worthless trick Kevin can do is to dash up to the opponent, Hell rotor, cancel with c+d and away from the opponent, and the opponent will be thrown with the Hell rotors flame effect in the background. Yes, completely worthless.

Template:Garou: Mark of the Wolves